V 3.0: Lens flares & dirt, visor reflections / water droplets, god rays, depth of field, night & thermal vision scopes, dynamic wet surfaces with reflections, rainbows, volumetric light & fog, colored speculars and many other effects.

  • View media
  • View media
  • View media
  • View media
  • View media
  • View media
Report RSS Refined Reflective Suit Visor (view original)
Refined Reflective Suit Visor
embed
share
view previous next
Share Image
Share on Facebook Post Email a friend
Embed Image
Post comment Comments
Borovos
Borovos - - 816 comments

Just spectacular!

Reply Good karma Bad karma+6 votes
MemoHK
MemoHK - - 433 comments

No way!

Reply Good karma Bad karma+2 votes
Meltac Author
Meltac - - 1,140 comments

No way what!??

Reply Good karma+3 votes
MemoHK
MemoHK - - 433 comments

No way can look that good!

Reply Good karma Bad karma+3 votes
Meltac Author
Meltac - - 1,140 comments

That's your opinion. Right. Then just disable the effect :)

Reply Good karma+3 votes
MemoHK
MemoHK - - 433 comments

I meant it in a good way. ;) This looks very realistic.

Reply Good karma Bad karma+3 votes
Meltac Author
Meltac - - 1,140 comments

Oh my, well then... thanks :)

Reply Good karma+3 votes
GragHat
GragHat - - 275 comments

Impressive!

Reply Good karma Bad karma+4 votes
Daemonion
Daemonion - - 529 comments

Wow. This looks pretty great, Meltac.

Reply Good karma Bad karma+2 votes
Meltac Author
Meltac - - 1,140 comments

Thanks, guys. I'm glad you like it.

Reply Good karma+2 votes
Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account:

Description

I've tweaked and sort of maxed out the reflective visor view for ecolog suits and the like. The black border of the helmet now fades out smoothly. Of course you can also use a custom suit texture overlay in this place - if you really like. Also, settings for reflection intensity and the like are subject to individual configuration, as always in DS.

Maxed out means here that DirectX 9 won't allow me to incorporate further improvements without exploding my PC ;) so what you see here is probably the best I can do prior to forcing people to use the DirectX 11 runtime for to run Dynamic Shaders (what will be the case when DS 2.0 comes out).